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		[page:Texture] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			Creates an array of textures directly from raw data, width and height and
			depth.
		</p>

		<h2>Constructor</h2>

		<h3>[name]( data, width, height, depth )</h3>
		<p>
			The data argument must be an
			[link:https://developer.mozilla.org/en-US/docs/Web/API/ArrayBufferView ArrayBufferView]. 
			The properties inherited from [page:Texture] are the
			default, except magFilter and minFilter default to THREE.NearestFilter.
			The properties flipY and generateMipmaps are initially set to false.
		</p>
		<p>
			The interpretation of the data depends on type and format: If the type is
			THREE.UnsignedByteType, a Uint8Array will be useful for addressing the
			texel data. If the format is THREE.RGBAFormat, data needs four values for
			one texel; Red, Green, Blue and Alpha (typically the opacity).<br />

			For the packed types, THREE.UnsignedShort4444Type and
			THREE.UnsignedShort5551Type all color components of one texel can be
			addressed as bitfields within an integer element of a Uint16Array.<br />

			In order to use the types THREE.FloatType and THREE.HalfFloatType, the
			WebGL implementation must support the respective extensions
			OES_texture_float and OES_texture_half_float. In order to use
			THREE.LinearFilter for component-wise, bilinear interpolation of the
			texels based on these types, the WebGL extensions OES_texture_float_linear
			or OES_texture_half_float_linear must also be present.
		</p>

		<h2>Code Example</h2>

		<p>This creates a [name] where each texture has a different color.</p>

		<code>
		// create a buffer with color data
		const width = 512;
		const height = 512;
		const depth = 100;

		const size = width * height;
		const data = new Uint8Array( 4 * size * depth );

		for ( let i = 0; i < depth; i ++ ) {
			const color = new THREE.Color( Math.random(), Math.random(), Math.random() );
			const r = Math.floor( color.r * 255 );
			const g = Math.floor( color.g * 255 );
			const b = Math.floor( color.b * 255 );

			for ( let j = 0; j < size; j ++ ) {
				const stride = ( i * size + j ) * 4;
				data[ stride ] = r;
				data[ stride + 1 ] = g;
				data[ stride + 2 ] = b;
				data[ stride + 3 ] = 255;
			}
		}

		// used the buffer to create a [name]
		const texture = new THREE.DataArrayTexture( data, width, height, depth );
		texture.needsUpdate = true;
		</code>

		<h2>Examples</h2>

		<p>
			[example:webgl_texture2darray WebGL / texture2darray]<br />
			[example:webgl_rendertarget_texture2darray WebGL / rendertarget / texture2darray]
		</p>

		<h2>Properties</h2>

		<p>See the base [page:Texture Texture] class for common properties.</p>

		<h3>[property:Boolean flipY]</h3>
		<p>
			Whether the texture is flipped along the Y axis when uploaded to the GPU.
			Default is `false`.
		</p>

		<h3>[property:Boolean generateMipmaps]</h3>
		<p>
			Whether to generate mipmaps (if possible) for the texture. Default is
			`false`.
		</p>

		<h3>[property:Object image]</h3>
		<p>Overridden with a object holding data, width, height, and depth.</p>

		<h3>[property:Boolean isDataArrayTexture]</h3>
		<p>Read-only flag to check if a given object is of type [name].</p>

		<h3>[property:number magFilter]</h3>
		<p>
			How the texture is sampled when a texel covers more than one pixel. The
			default is [page:Textures THREE.NearestFilter], which uses the value of
			the closest texel.<br /><br />

			See the [page:Textures texture constants] page for details.
		</p>

		<h3>[property:number minFilter]</h3>
		<p>
			How the texture is sampled when a texel covers less than one pixel. The
			default is [page:Textures THREE.NearestFilter], which uses the value of
			the closest texel.<br /><br />

			See the [page:Textures texture constants] page for details.
		</p>

		<h3>[property:number unpackAlignment]</h3>
		<p>
			`1` by default. Specifies the alignment requirements for the start of each
			pixel row in memory. The allowable values are 1 (byte-alignment), 2 (rows
			aligned to even-numbered bytes), 4 (word-alignment), and 8 (rows start on
			double-word boundaries). See
			[link:https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glPixelStorei.xhtml glPixelStorei] for more information.
		</p>

		<h3>[property:number wrapR]</h3>
		<p>
			This defines how the texture is wrapped in the depth direction.<br />
			The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge
			is clamped to the outer edge texels. The other two choices are
			[page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping]. 
			See the [page:Textures texture constants]
			page for details.
		</p>

		<h3>[property:Set layerUpdates]</h3>
		<p>
			A set of all layers which need to be updated in the texture. See
			[Page:DataArrayTexture.addLayerUpdate addLayerUpdate].
		</p>

		<h2>Methods</h2>

		<h3>[method:addLayerUpdate addLayerUpdate]( layerIndex )</h3>
		<p>
			Describes that a specific layer of the texture needs to be updated.
			Normally when [page:Texture.needsUpdate needsUpdate] is set to true, the
			entire compressed texture array is sent to the GPU. Marking specific
			layers will only transmit subsets of all mipmaps associated with a
			specific depth in the array which is often much more performant.
		</p>

		<h3>[method:clearLayerUpdates clearLayerUpdates]()</h3>
		<p>
			Resets the layer updates registry. See
			[Page:DataArrayTexture.addLayerUpdate addLayerUpdate].
		</p>


		<p>See the base [page:Texture Texture] class for common methods.</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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